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[Bo9S] Archery schools
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<blockquote data-quote="Nifft" data-source="post: 3458735" data-attributes="member: 6562"><p>I don't like that this is the only stance available at 1st level, and yet it's useless until you get 2nd level maneuvers.</p><p></p><p></p><p></p><p></p><p>Seems fine, except for missing synergy with stance (above).</p><p></p><p></p><p></p><p></p><p>Nice, and not that powerful.</p><p></p><p></p><p></p><p></p><p>Check out the wording on Lightning Recovery (Iron Heart).</p><p></p><p></p><p></p><p></p><p></p><p>Damage is low (compared to Rapid Shot); the stances seem required.</p><p></p><p></p><p></p><p></p><p>Swift <em>true strike</em>. Humm. Seems strong for this level. Perhaps a bonus that scaled with Initiator Level instead?</p><p></p><p></p><p></p><p></p><p>"You make one ranged attack as part of this maneuver...<em>blah blah Disarm blah</em>. If you fail, your target cannot attempt to disarm you, because that would be silly."</p><p></p><p></p><p></p><p></p><p>Fine, but still weak, and usually there's at least one level between such similar maneuvers.</p><p></p><p></p><p></p><p></p><p>Improved Swift Feint at range. Hmm. You don't like the existing Concentration check DC = AC mechanic of the Diamond Mind stuff? A lot of targets aren't going to have Sense Motive checks worth a damn.</p><p></p><p></p><p></p><p></p><p>An area attack with no saving throw, hmm. The mechanic is simple, but I'm not sure how balanced it is, since you could use an action point or a re-roll to effectively apply an attack to many foes. What about criticals?</p><p></p><p></p><p></p><p></p><p>4th level stances are rare. Is this targeted at a specific class or PrC progression?</p><p></p><p></p><p></p><p></p><p>Cool. Anything fun happen if your attack roll was a crit?</p><p></p><p></p><p></p><p></p><p></p><p>This really looks like a Strike to me rather than a Boost. If it were a Strike, it'd be balanced without the need for a check.</p><p></p><p></p><p></p><p></p><p>Looks quite strong. Since it's a Counter, you could initiate it in response to a spell. Is your intent to negate the spells that would affect you during this maneuver's duration, or to simply suppress them?</p><p></p><p></p><p></p><p></p><p></p><p>Cool, but looks like a Strike to me.</p><p></p><p></p><p></p><p></p><p>Minimum duration 0 or 1?</p><p></p><p></p><p></p><p></p><p>Cool. Might want to make this one a series, since incorporeal foes can crop up even among low CR undead. Or, if you keep the flat-footed and ranged-touch maneuvers as boosts, make the ghost touch thing a boost too.</p><p></p><p></p><p></p><p></p><p>Two very potent effects. Consider separating them into two stances with no drawback.</p><p></p><p></p><p></p><p></p><p>3rd level to 8th level, seems quite a difference in level for the range benefit. (Still don't like the single roll thing. The mechanic for the Iron Heart are attack seems better IMHO, where an attack roll sets the Reflex save DC.)</p><p></p><p></p><p></p><p></p><p>Good, moves up to very good if you expect the +50 to be multiplied by 2 or 3. The dexterity drain is (potentially) nasty!</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 3458735, member: 6562"] I don't like that this is the only stance available at 1st level, and yet it's useless until you get 2nd level maneuvers. Seems fine, except for missing synergy with stance (above). Nice, and not that powerful. Check out the wording on Lightning Recovery (Iron Heart). Damage is low (compared to Rapid Shot); the stances seem required. Swift [i]true strike[/i]. Humm. Seems strong for this level. Perhaps a bonus that scaled with Initiator Level instead? "You make one ranged attack as part of this maneuver...[i]blah blah Disarm blah[/i]. If you fail, your target cannot attempt to disarm you, because that would be silly." Fine, but still weak, and usually there's at least one level between such similar maneuvers. Improved Swift Feint at range. Hmm. You don't like the existing Concentration check DC = AC mechanic of the Diamond Mind stuff? A lot of targets aren't going to have Sense Motive checks worth a damn. An area attack with no saving throw, hmm. The mechanic is simple, but I'm not sure how balanced it is, since you could use an action point or a re-roll to effectively apply an attack to many foes. What about criticals? 4th level stances are rare. Is this targeted at a specific class or PrC progression? Cool. Anything fun happen if your attack roll was a crit? This really looks like a Strike to me rather than a Boost. If it were a Strike, it'd be balanced without the need for a check. Looks quite strong. Since it's a Counter, you could initiate it in response to a spell. Is your intent to negate the spells that would affect you during this maneuver's duration, or to simply suppress them? Cool, but looks like a Strike to me. Minimum duration 0 or 1? Cool. Might want to make this one a series, since incorporeal foes can crop up even among low CR undead. Or, if you keep the flat-footed and ranged-touch maneuvers as boosts, make the ghost touch thing a boost too. Two very potent effects. Consider separating them into two stances with no drawback. 3rd level to 8th level, seems quite a difference in level for the range benefit. (Still don't like the single roll thing. The mechanic for the Iron Heart are attack seems better IMHO, where an attack roll sets the Reflex save DC.) Good, moves up to very good if you expect the +50 to be multiplied by 2 or 3. The dexterity drain is (potentially) nasty! Cheers, -- N [/QUOTE]
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[Bo9S] Archery schools
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